King walk

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Short vs. Timman, final position
abcdefgh
8
c8 black bishop
e8 black rook
f8 black rook
g8 black king
c7 black pawn
d7 white rook
f7 black pawn
b6 black pawn
c6 black queen
e6 black pawn
f6 white queen
g6 black pawn
h6 white circle
a5 black pawn
e5 white pawn
g5 white king
h5 black pawn
a4 white pawn
c4 white pawn
d4 white rook
f4 white circle
h4 white pawn
f3 white knight
g3 white circle
c2 white pawn
f2 white pawn
g2 white pawn
h2 white circle
g1 white circle
8
77
66
55
44
33
22
11
abcdefgh
Position after 34.Kg5. Short had marched his castled king up the board, and now 35.Kh6 (if 34...Kh7, then 35.Qxg6+ Kh8 36.Qh6+ Kg8 37.Kf6) followed by Qg7# cannot be stopped.[1]

In chess, a king walk, also known as a king march, steel king, or wandering king (Dutch: wandelkoning, literally "wanderking"), is a maneuver where the king travels a large distance to a different part of the board in the middlegame or opening. During a king walk, the king may travel along its own side of the board (from kingside to queenside, or vice versa) to reach a safer position. Alternatively, it may travel up the board, often involved in a mating attack against the opposing king.[2]

Activating the king before the

maxim that "the king is a fighting piece".[5][6] Dutch chess historian and author Tim Krabbé has documented over one hundred such games.[2]

Because of the rarity of such

Example games

See also

  • Chess tactics

References

External links